What if you just define a set of challenges or obstacles that are not necessarily on the same path. You have a linear ending with a non-linear story. The player chooses how to intercept each obstacle and passes each in a way that they see fit. By passing different obstacles, they follow different paths and therefore a different story. All is wound up at the end though into a neat little package
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-Chris Bennett of Dwarfsoft - Site:"The Philosophers' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
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